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Editing 40d:Wound
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− | + | [[Creatures]] with severe '''wounds''' will flash with a yellow or red + icon; see [[status icons]] for a full list of status and injury indicators. A creature's injuries can be seen by pressing {{key|w}} while {{key|v}}iewing creature info in [[Fortress Mode]], or by {{key|l}}ooking at a creature and selecting their letter in [[Adventure Mode]]. Wounds are listed by body part and described by color, as displayed in the following table. | |
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− | + | ::{| border=0 cellpadding=0 cellspacing=1 style="background: black" | |
− | + | |- | |
− | + | |<font color="#ffffff"> '''unhurt'''</font> | |
− | + | |- | |
− | < | + | |<font color="#c0c0c0"> '''lightly wounded'''</font> |
− | + | |- | |
− | + | |<font color="#808000"> '''moderately wounded'''</font> | |
− | + | |- | |
− | + | |<font color="#ffff00"> '''broken'''</font> | |
+ | |- | ||
+ | |<font color="#ff0000"> '''mangled'''</font> | ||
+ | |- | ||
+ | |<font color="#808080"> '''lopped off'''</font> | ||
+ | |} | ||
− | + | :''Note that "lighly wounded" is '''light''' grey, and "lopped off" is '''dark''' grey - these can sometimes be easy to confuse.'' | |
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== Wounding == | == Wounding == | ||
− | :''This section is incomplete; much about the [[Combat|combat system]] is unknown.'' | + | :''This section is incomplete; much about the [[Combat| combat system]] is unknown.'' |
If an attack connects, the target will be wounded in some part of the body. The severity of the wound depends on 1) the strength of the attack, 2) the protective value of any [[armor]] or other protection available for that body part, and 3) a (large) random factor. Wounds are cumulative: when an already wounded body part is hit the wound will worsen, even if in adventure mode it produces the same message about the condition of the body part more than once. | If an attack connects, the target will be wounded in some part of the body. The severity of the wound depends on 1) the strength of the attack, 2) the protective value of any [[armor]] or other protection available for that body part, and 3) a (large) random factor. Wounds are cumulative: when an already wounded body part is hit the wound will worsen, even if in adventure mode it produces the same message about the condition of the body part more than once. | ||
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== Effects of wounds == | == Effects of wounds == | ||
− | When a wound is inflicted, no matter how lightly, it will usually bleed (even if only for one turn). In [[Fortress Mode]], wounded dwarves receive various unhappy [[ | + | When a wound is inflicted, no matter how lightly, it will usually bleed (even if only for one turn). In [[Fortress Mode]], wounded dwarves receive various unhappy [[thoughts]], but also some positive thoughts from the rescue and recovery process (see next section). |
A wounded limb or organ becomes less effective. A severe wound to an arm or hand causes held items (weapons, shields) to be dropped from that hand. Wounds to either leg often cause the target to topple over, greatly slowing it down. Pierced lungs make it easier to become Winded. Damaged internal organs often cause the victim to periodically become stunned or unconscious until they heal (which in some cases never happens). | A wounded limb or organ becomes less effective. A severe wound to an arm or hand causes held items (weapons, shields) to be dropped from that hand. Wounds to either leg often cause the target to topple over, greatly slowing it down. Pierced lungs make it easier to become Winded. Damaged internal organs often cause the victim to periodically become stunned or unconscious until they heal (which in some cases never happens). | ||
− | Death from [[Blood|blood]] loss will happen quickly whenever wounds to major internal organs occur, like the heart being pierced or "entrails shooting out through the wound". In [[Adventure Mode]], a "Mortal Wound" status indicator will appear when this happens to your adventurer. There is no way to avoid this. A pierced lung doesn't always result in bleeding to death, but it may eventually cause suffocation, or dying of thirst due to Drink actions being interrupted by falling unconscious. [[Toughness]] may be a factor in helping to prevent this. | + | Death from [[Blood|blood]] loss will happen quickly whenever wounds to major internal organs occur, like the heart being pierced or "entrails shooting out through the wound". In [[Adventure Mode]], a "Mortal Wound" status indicator will appear when this happens to your adventurer. There is no way to avoid this. A pierced lung doesn't always result in bleeding to death, but it may eventually cause suffocation, or dying of thirst due to Drink actions being interrupted by falling unconscious. [[Attributes#Toughness|Toughness]] may be a factor in helping to prevent this. |
Other effects of wounding (for most creatures) include pain, which can cause temporary paralysis due to fainting ("giving in to pain"), [[vomit]]ing, and stunning (slowing), especially if the creature is not very Tough. | Other effects of wounding (for most creatures) include pain, which can cause temporary paralysis due to fainting ("giving in to pain"), [[vomit]]ing, and stunning (slowing), especially if the creature is not very Tough. | ||
− | Stunning seems to also inhibit a dwarf's social skills, such as [[Judge of | + | Stunning seems to also inhibit a dwarf's social skills, such as [[Judge of Intent]]. |
=== On organs === | === On organs === | ||
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! Organ !! Function !! <font color="#c0c0c0"> '''lightly'''</font>/|<font color="#808000"> '''moderately wounded'''</font> effects !! <font color="#ffff00"> '''broken'''</font>/<font color="#ff0000"> '''mangled'''</font> <br />effects !! <font color="#808080"> '''lopped off'''</font><br /> effects | ! Organ !! Function !! <font color="#c0c0c0"> '''lightly'''</font>/|<font color="#808000"> '''moderately wounded'''</font> effects !! <font color="#ffff00"> '''broken'''</font>/<font color="#ff0000"> '''mangled'''</font> <br />effects !! <font color="#808080"> '''lopped off'''</font><br /> effects | ||
|- style="background: #eee; padding: 1px;" | |- style="background: #eee; padding: 1px;" | ||
− | || Heart || Circulatory Organ || | + | || Heart || Circulatory Organ || Not possible || Fatal Heavy Bleeding when pierced, death can occur fast. ''Can only be mangled.'' Can only be broken metaphorically. || Not possible |
|- style="padding: 1px;" | |- style="padding: 1px;" | ||
|| Brain || Movement || Bleeding, possibly becoming Winded. Usually not fatal || Paralysis. Weapons get dropped, limbs become useless, inability to stand. The only attack possible is 'Push' || Decapitation, or other gory head explosion effects, naturally, cause instant death. | || Brain || Movement || Bleeding, possibly becoming Winded. Usually not fatal || Paralysis. Weapons get dropped, limbs become useless, inability to stand. The only attack possible is 'Push' || Decapitation, or other gory head explosion effects, naturally, cause instant death. | ||
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|| Throat || Breathing || Bleeding, possibly becoming Winded || Heavy Bleeding and becoming Winded. Lethality depends on Toughness || Fatal Heavy Bleeding and/or suffocation, no chance of survival. | || Throat || Breathing || Bleeding, possibly becoming Winded || Heavy Bleeding and becoming Winded. Lethality depends on Toughness || Fatal Heavy Bleeding and/or suffocation, no chance of survival. | ||
|- style="padding: 1px;" | |- style="padding: 1px;" | ||
− | || Lung(s) || Respiratory Organ(s) || | + | || Lung(s) || Respiratory Organ(s) || Not possible || Heavy Bleeding and becoming Winded. Possible suffocation depending on toughness and number of lungs pierced. ''Can only be mangled.'' || Not possible |
|- style="background: #eee; padding: 1px;" | |- style="background: #eee; padding: 1px;" | ||
|| Eye(s) || Visuals || Bleeding, vision is impaired if all eyes are effected. || Not possible || Heavy Bleeding. Possible extreme pain depending on Toughness and number of eyes removed. Destroys accuracy and lessens vision permanently. If all eyes are removed, the creature is completely blind, and can only "see" what's next to it (other words, 3x3 vision). | || Eye(s) || Visuals || Bleeding, vision is impaired if all eyes are effected. || Not possible || Heavy Bleeding. Possible extreme pain depending on Toughness and number of eyes removed. Destroys accuracy and lessens vision permanently. If all eyes are removed, the creature is completely blind, and can only "see" what's next to it (other words, 3x3 vision). | ||
|- style="background: #eee; padding: 1px;" | |- style="background: #eee; padding: 1px;" | ||
− | || Guts || Not known || <s>Not possible</s> Possible from | + | || Guts || Not known || <s>Not possible</s> Possible from heat. Dwarf lives as normal although wound never heals. || Fatal Heavy Bleeding (on and off) as entrails spill out, extreme pain, and nausea. Can be a slow, painful death. ''Can only be mangled.'' || The entire lower body is severed from the rest of the body or it is completely destroyed. Instant death. |
|} | |} | ||
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= Wounds in Fortress Mode = | = Wounds in Fortress Mode = | ||
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Most '''wounds''' will '''heal''' over time - some almost immediately, some slowly improving over weeks, months or years, and some never fully heal. | Most '''wounds''' will '''heal''' over time - some almost immediately, some slowly improving over weeks, months or years, and some never fully heal. | ||
− | Dwarves with yellow or red wounds will attempt to get to a bed to [[rest]], if possible. Civilian dwarves with the [[health care]] labor will drag severely wounded dwarves to a bed and bring them [[food]] and [[bucket]]s of [[water]] as they recover. A severely injured dwarf will stay in bed, and occasionally cancel tasks to rest their injury. [[ | + | Dwarves with yellow or red wounds will attempt to get to a bed to [[rest]], if possible. Civilian dwarves with the [[health care]] labor will drag severely wounded dwarves to a bed and bring them [[food]] and [[bucket]]s of [[water]] as they recover. A severely injured dwarf will stay in bed, and occasionally cancel tasks to rest their injury. [[Toady]] has stated that beds which are not in any defined [[room]] are considered hospital beds, and dwarves will recover faster when sleeping on them. Dwarves with light or moderate (medium grey to brown) wounds do not need to rest. |
− | + | In the current version{{version|0.28.181.40d}} wounded dwarves who rest are automatically labeled as "unconscious". Unlike the previous versions, this does not prevent the other dwarves from bringing them food and water. | |
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== Healing == | == Healing == | ||
− | Generally, light or moderate wounds will be healed in a day, a week at most. Broken body parts will take between a few days and some months of bed rest to recover. A mangled part can take years. | + | Generally, light or moderate wounds will be healed in a day, a week at most. Broken body parts will take between a few days and some months of bed rest to recover. A mangled part can take years. Severed limbs do not grow back. |
Yellow or red wounds have an additional chance to heal on [[season]] changes. The likelihood of yellow or red wounds making a recovery is quite variable. Limbs are more likely to eventually heal than internal organs. In some cases, a badly wounded dwarf will not recover at all. | Yellow or red wounds have an additional chance to heal on [[season]] changes. The likelihood of yellow or red wounds making a recovery is quite variable. Limbs are more likely to eventually heal than internal organs. In some cases, a badly wounded dwarf will not recover at all. | ||
====Nervous system==== | ====Nervous system==== | ||
− | Wounds to the nervous system (the neck, brain, or spine) will ''never'' fully heal. If these wounds are not too severe the dwarf will be able to continue his daily routine without any problems. If a dwarf has yellow or red nervous damage, he will be a permanent invalid; however, they can still serve as a warm body for the [[Guard]], or a particularly ruthless fortress leader may wish to arrange for that dwarf's demise so as to prevent him from forever requiring other dwarves to bring him food and water | + | Wounds to the nervous system (the neck, brain, or spine) will ''never'' fully heal. If these wounds are not too severe the dwarf will be able to continue his daily routine without any problems. Military dwarves with nervous wounds will never spar, however. Melee dwarves with nervous injuries may still be valulable as a Marksdwarf. If a dwarf has yellow or red nervous damage, he will be a permanent invalid;; however, they can still serve as a warm body for the [[Guard]], or a particularly ruthless fortress leader may wish to arrange for that dwarf's demise so as to prevent him from forever requiring other dwarves to bring him food and water. |
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====Improving Healing==== | ====Improving Healing==== | ||
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==un/happy thoughts== | ==un/happy thoughts== | ||
− | Dwarves have various [[ | + | Dwarves have various [[thoughts]] from injury, unconsciousness, and the healing process. Injuries cause unhappy thoughts, but these are offset by happy thoughts from getting rescued, being able to rest and recuperate (i.e. stay in bed), and being given water and food. Check for unhappy patients, as wounded dwarves have been known to go berserk when unhappy thoughts accumulate (see below). If you cannot ensure their happiness, you may have to station armed guards nearby as a precaution, or even lock the wounded dwarf in his bedroom and write him off. |
= Wounds in Adventure Mode = | = Wounds in Adventure Mode = | ||
− | Healing is much simpler in [[Adventure Mode]]; walking one space on the overland map will heal everything but severed limbs, including hunger and thirst | + | Healing is much simpler in [[Adventure Mode]]; walking one space on the overland map will heal everything but severed limbs, including hunger and thirst. Your <strike>Meatwall</strike> friends will also be healed, as long as they were reasonably close to you when you left the map. If you leave them bleeding and crawling in the cave below, however, they won't come with you. |
In the current version, it is observed that beginning to freeze to death during a cold night will produce blood spatters on every surface of your body and inflict minor wounds to every organ and surface possible. This includes your eyes, limiting your vision to a single square around you. This is almost certainly because of wounds in the eyes, as if you {{k|T}}ravel away you will retain the blood in your eyes but regain normal vision. A similar effect is observed if you manage to set yourself on fire, although you are also blinded and suffocated by the smoke in this case. | In the current version, it is observed that beginning to freeze to death during a cold night will produce blood spatters on every surface of your body and inflict minor wounds to every organ and surface possible. This includes your eyes, limiting your vision to a single square around you. This is almost certainly because of wounds in the eyes, as if you {{k|T}}ravel away you will retain the blood in your eyes but regain normal vision. A similar effect is observed if you manage to set yourself on fire, although you are also blinded and suffocated by the smoke in this case. | ||
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A creature inflicted with a fatal blow will be announced as "struck down" or, if a ranged weapon was used "shot and killed". Other death messages include "starved to death", "drowned", "fallen into a deep chasm", "burned to death", etc. | A creature inflicted with a fatal blow will be announced as "struck down" or, if a ranged weapon was used "shot and killed". Other death messages include "starved to death", "drowned", "fallen into a deep chasm", "burned to death", etc. | ||
− | + | [[Category:Dwarves]] | |
− | + | [[Category:Military]] |